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HAG problem

Posted: Fri Oct 05, 2007 6:49 pm
by Sky_216
I'm using the HAG from the conversion pack assets in my Stygiana map, but there is a problem with the animations. When the main cannon gets aimed up or down the gun 'tube' moves but the black gun barrel stays in the same place. Obviously this looks pretty silly. Does anyone know how to fix this?

Re: HAG problem

Posted: Fri Oct 05, 2007 6:56 pm
by Caleb1117
Probably can't be, its a beta vehicle made by Phyc0fred.

Re: HAG problem

Posted: Fri Oct 05, 2007 8:34 pm
by Syth
I have a working ODF for the HAG that i made for my geo map...
Hidden/Spoiler:
[quote][GameObjectClass]
ClassLabel = "hover"
GeometryName = "cis_hover_HAG.msh"

[Properties]
WaterEffect = "waterwake_lg"

FLYERSECTION = "BODY"
VehicleType = "light"

MapTexture = "aat_icon"
HealthTexture = "HUD_cis_aat_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "cis_hover_HAG"
Explosion = "cis_hover_HAG_exp"
ExplosionCritical = "cis_hover_HAG_exp"
ExplosionDestruct = "cis_hover_HAG_exp"
FirstPerson = "cis\cisaatp;cis_1st_cockpit_AAT"
FirstPersonFOV = "52"

CockpitTension = 22

CollisionScale = 4
CollisionThreshold = 5
MaxHealth = 6000.0
MaxShield = 2000
AddShield = 15
HealthType = "vehicle"
//HitLocation = "p_crithit 0"

SetAltitude = .75
GravityScale = 4.0
LiftSpring = 4.0
LiftDamp = 3.0

Acceleration = 5.25
Deceleration = 7.0
Traction = 20.0
ForwardSpeed = 6.5
ReverseSpeed = 4.0
StrafeSpeed = 3.5

AddSpringBody = "-1.6 2 4.5 3.0"
BodySpringLength = 0.3
AddSpringBody = "1.6 2 4.5 3.0"
BodySpringLength = 0.3

AddSpringBody = "0.0 2.15 -2.6 3.5"
BodySpringLength = 0.3

BodyOmegaXSpringFactor = 1

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 1.0
OmegaXDamp = 3.0
OmegaZSpring = 1.0
OmegaZDamp = 1.5

SpinRate = 0.5
TurnRate = 0.75
TurnFilter = 5.0
PitchRate = 0.5
PitchFilter = 1.0
PitchDamp = 1.0


StrafeRollAngle = 0.001
ThrustPitchAngle = 0.0
BankAngle = -0.001
BankFilter = 5 //low is slow - How quickly the bank returns to level
LevelSpring = 5.0 //low is slow - the force the restores level
LevelDamp = 5.0 //low is slow - the force that reduces the momentum of the rotation


EyePointOffset = "0.0 7.5 -9.0"
TrackCenter = "0.0 6.5 -4.0"
TrackOffset = "0.0 0.0 10.0"
TiltValue = "5.0"

PitchLimits = "0 30"
YawLimits = "-90 90"


// right turret


WEAPONSECTION = 1

WeaponName = "rep_weap_hover_speederbike_cannon"
WeaponAmmo = "0"


AimerNodeName = "weapon_bay"
AimerPitchLimits = "-15.0 30.0"
AimerYawLimits = "-10.0 10.0"
BarrelNodeName = "recoil_4"
BarrelRecoil = 0.25
FirePointName = "hp_gun_2"

///////////////////////////////////////
/////// Mortar
///////////////////////////////////////

FLYERSECTION = "TURRET1"
FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"
VehiclePosition = "common.vehiclepositions.gunner"

WEAPONSECTION = 1
WeaponName = "cis_weap_hover_hag_launcher"
WeaponAmmo = 75


EyePointOffset = "0.0 5.0 -1.75"//EyePointOffset = "0.0 5.0 3.0"
TrackCenter = "0.0 1.0 2.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "10.0"


TurretNodeName = "mortar_pivot"
PitchLimits = "-40.0 10.0"
YawLimits = "-5.0 5.0"


AimerNodeName = "turret_x_1"
AimerPitchLimits = "-40.0 10.0"
YawLimits = "-5.0 5.0"

BarrelNodeName = "recoil_1"
BarrelRecoil = 1.25

FirePointName = "hp_mortar_1"



TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

///////////////////////////////////////
/////// Side Turret
///////////////////////////////////////

FLYERSECTION = "TURRET2"

VehiclePosition = "common.vehiclepositions.gunner2"
FirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"
//FirstPersonFOV = "35"
//ThirdPersonFOV = "69"
// Side gun left
WEAPONSECTION = 1
WeaponName = "cis_weap_walk_spider_laser"
WeaponAmmo = 0

EyePointOffset = "0.0 1 -5"
TiltValue = "5.0"


TurretNodename = "turret_y_2"
Pitchlimits = "-35 35"
Yawlimits = "-5 20"

AimerNodeName = "mortar_barrel"
AimerPitchLimits = "-20.0 20.0"
AimerYawLimits = "-20.0 20.0"
BarrelNodeName = "recoil_3"
BarrelRecoil = 0.25
FirePointName = "hp_gun_1"





// Keep these artificial collision lines in case the add body spring lines do not shield against vehicles and buildings
//BuildingCollisionPrim = "BldgSphere Sphere NULL -1.6 2 4.5 3.0 1.5 0.0"
//BuildingCollisionPrim = "BldgSphere2 Sphere NULL 1.6 2 4.5 3.0 1.5 0.0"
//BuildingCollisionPrim = "BldgSphere3 Sphere NULL 0.0 2.15 -2.6 3.5 1.5 0.0"


//TerrainCollisionPrim = "BldgSphere Sphere NULL -1.6 2 4.5 3.0 1.5 0.0"
//TerrainCollisionPrim = "BldgSphere2 Sphere NULL 1.6 2 4.5 3.0 1.5 0.0"
//TerrainCollisionPrim = "BldgSphere3 Sphere NULL 0.0 2.15 -2.6 3.5 1.5 0.0"

//VehicleCollisionPrim = "BldgSphere Sphere NULL -1.6 2 4.5 3.0 1.5 0.0"
//VehicleCollisionPrim = "BldgSphere2 Sphere NULL 1.6 2 4.5 3.0 1.5 0.0"
//VehicleCollisionPrim = "BldgSphere3 Sphere NULL 0.0 2.15 -2.6 3.5 1.5 0.0"




BuildingCollision = "Collision"
SoldierCollision = "Collision"
SoldierCollision = "p_cube"


OrdnanceCollision = "Collision"
OrdnanceCollision = "p_cube"



AISizeType = "MEDIUM"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_hover_att_Chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 2.0 1.0"
ChunkBounciness = 0.35
ChunkStickiness = 0.45
ChunkSpeed = "15.0"
ChunkUpFactor = "25.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_hover_att_Chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_hover_att_Chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 2.0"
ChunkSpeed = "12.0"


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_hover_att_Chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "LEAF"
ChunkOmega = "0.2 0.0 0.2"
ChunkSpeed = "2.0"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke"


DamageStartPercent = 70.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = 70.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "hp_damage"

DamageStartPercent = 50.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage1"

//DamageStartPercent = 19.0
//DamageStopPercent = 0.0
//DamageEffect = "vehicleflame"
//DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageAttachPoint = "hp_damage"



EngineSound = "cis_hover_HAG_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
Music = ""
RepMusic = "rep_vehicle"
CISMusic = "cis_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"[/quote]
Im not going to bother posting the weapon ODFs i made for it though. So youll have to the assign it weapons from your custom side (the highlighted-red parts are the weapons)